I've decided to create a hat for TF2. It's a Roman Legion helmet much like these:


I've got it modelled, unwrapped, rigged and imported already, just working on the texture at the moment. Here is what I have so far:

Any feedback would be nice, always willing to go back and make some changes to make it look better
Anyway, I was wondering if you guys could help me out a little too...
I've got the hat all working in game and textured. Just having a little trouble with the jigglebones and I was wondering if anyone has any idea how to help me.
I'll upload a picture to show you what I mean.

Anyway, the arrows in [COLOR="Red"]RED[/COLOR] are movement I don't want the cheek guards to make. Such as spinning or swinging forwards and backwards (back of his head to front of his head). The arrow in WHITE is what I want the cheek guards to do. I would like to have them swing slightly from side to side (towards his face and away from his face)
You can see what I mean a bit better in the first two reference pictures I posted. You can see the cheek guards are attached using hinges. Obviously they shouldn't twist or move on any other axis than the one they're orientated in.
I've tried loads of combinations with the "is_rigid" jigglebone, but none of them allow me to make it move in JUST that axis.
My current .qc is here
- Code: Select all
$cd "C:\Users\Beck\Desktop\TF2 Stuff\legion_hat"
$modelname "player\items\all_class\all_domination_2009.mdl"
$model "Body" "legion_hat.smd"
$cdmaterials "\models\player\items\all_class\"
$hboxset "default"
$hbox 0 "bip_head" -4.712 -9.009 -5.734 4.712 0.007 4.244
// Model uses material "\models\player\items\all_class\legion_hat_red.vmt"
$surfaceprop "metal"
$illumposition 0.349 0.000 80.672
$sequence idle "idle" fps 30.00
$jigglebone "helmet_jiggle" {
is_rigid {
tip_mass 100
length 50
angle_constraint 10
}
}
$jigglebone "cheek_l_jiggle" {
is_rigid {
tip_mass 5
length 1
angle_constraint 25
pitch_constraint 0 0
yaw_constraint 0 0
}
}
$jigglebone "cheek_r_jiggle" {
is_rigid {
tip_mass 25
length 10
angle_constraint 5
pitch_constraint 30 30
}
}
cheek_l_jiggle and cheek_r_jiggle are the two bones I want to only move on a specific axis. helmet jiggle is just to make the entire helmet wiggle on his head slightly.
I know the two cheek parameters are different, I was just playing about with the settings. The pitch or yaw constraints don't do what I want, so I set them to "0 0".
Would remaking the bones in 3ds max help fix this? Is this even possible to do? If not I'll have to go back and remodel them so they're attached by a piece of leather or something so they can swing about freely.
Thanks for any help or feedback! Really appreciate it! Hope you like it





















